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Question by Brathnann · Jun 24, 2016 at 02:15 AM · androidgoogle playinapp purchase

Unity IAP doesn't always consume

I followed the unity tutorial and modified their purchaser code and everything kind of works. Sometimes the purchase works fine. I get prompted and it works like it's suppose to. Other times, it appears the purchase isn't consumed, thus getting it stuck. I can track it in logcat and see that it claims I've already bought the item. Even trying to call the method to force a consume doesn't seem to work right.

So the question is, is there a call I can do to google play store itself to make sure the product is consumed? Or is there something I might be doing wrong that keeps the products from being consumed properly when purchased?

Thanks for the help.

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avatar image SMIGames · Jul 01, 2016 at 12:37 PM 0
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I have the same problem. Have you found any solution?

avatar image marcinzmijewski SMIGames · Jul 22, 2016 at 01:46 PM 0
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I also have the same problem. Any info would be really appreciated.

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Answer by Brathnann · Jul 22, 2016 at 02:16 PM

http://forum.unity3d.com/threads/bizarre-iap-behaviour-on-android.412981/

Recently I found this. It seems to suggest that google play consume doesn't work properly in test mode (had to find the responses by unity). They claim that once it's live, the IAP should work fine.

We had already switched to a different plugin that we had from before, we were just looking to use Unity at the time because it was built in, but the results suggested it was going to be bad if we had released.

However, based on the post, it isn't a bug that will be there when live is what Unity says.

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